My First Game: Pong

This tutorial takes about 45 minutes. It will guide you in building the simplest JavaScript multiplayer networked game, Pong. It starts with a walk-through of environment setup, and then proceeds with the writing of client code, server code, and game logic.


Setting up the Environment

The creation of a new game starts by cloning boilerplate code:

$ git clone
$ cd tinygames/boilerplate
$ npm install

The entire tutorial will be limited to editing a single file, src/common/Game.js for the sake of simplicity. All the Pong game logic is implemented in this one file. However, you may want to look around. The boilerplate directory includes a dist/index.html file, which will be served to the clients, and a main.js file, which is the entry point of the node.js server. src/client/clientEntryPoint.js is the entry point of the client. The game code is inside the src directory, and more advanced games will take advantage of the sub-directories client, server, and common to structure the code.

Take a look at webpack.config.js which shows how the game is packaged for clients, and babel.config.js shows how the game is built for the server.

Step 1: Create the Game Object Classes

There are only two kinds of objects in Pong, the paddle and the ball. These classes Paddle and Ball are sub-classes of the DynamicObject class, and are quite simple. Open the file src/common/Game.js with your favorite editor, and find the GAME OBJECTS section. Remove the class YourGameObject and add the following two classes instead.

The Paddle Game Object

The Paddle class has a constructor, and a netScheme. The netScheme lists which attributes need to be synchronized between the server and the clients. In this game we will synchronize the health of the paddle to all clients. The syncTo method copies netScheme attributes from another object and is required by Lance. Note that we also declared the constants PADDING, WIDTH, HEIGHT, PADDLE_WIDTH and PADDLE_HEIGHT which will be used later in the game logic.

const PADDING = 20;
const WIDTH = 400;
const HEIGHT = 400;
const PADDLE_WIDTH = 10;
const PADDLE_HEIGHT = 50;
class Paddle extends DynamicObject {

    constructor(gameEngine, options, props) {
        super(gameEngine, options, props);

    static get netScheme() {
        return Object.assign({
            health: { type: BaseTypes.TYPES.INT16 }
        }, super.netScheme);

    syncTo(other) {
        super.syncTo(other); =;

The Ball Game Object

The Ball class is only slightly more complicated than the Paddle class. It has no netScheme attributes, but it does have a bending property. The default bending properties indicate that the client object's position should gradually bend towards the server object's position at a rate of 80% each time the server sends position updates. In the game of Pong, the Ball's velocity should not bend at all, because the ball's velocity can change suddenly as it hits a wall or a paddle.

class Ball extends DynamicObject {

    constructor(gameEngine, options, props) {
        super(gameEngine, options, props);

    // avoid gradual synchronization of velocity
    get bending() {
        return { velocity: { percent: 0.0 } };

    syncTo(other) {

Step 2: Implement a GameEngine Sub-Class

The GameEngine sub-class is called Game. It runs on both the server and the client, and executes the game's logic. The client runs the game engine to predict what will happen, but the server execution is the true game progress, overriding what the clients might have predicted.

For Pong, we will need to bounce the ball around the board, and check if it hit a paddle. We will also need to respond to the user's up/down inputs. Find the GAME ENGINE section, which defines the GameEngine sub-class. The Game class implements the actual logic of the game.

The Constructor and Registering your Game Objects

The methods are constructor() and registerClasses(). The constructor creates a physics engine, and registers event handler functions for the game. The method registerClasses() registers the list of DynamicObject sub-classes with the Lance serializer.

constructor(options) {
    this.physicsEngine = new SimplePhysicsEngine({ gameEngine: this });

    // common code
    this.on('postStep', this.gameLogic.bind(this));

    // server-only code
    this.on('server__init', this.serverSideInit.bind(this));
    this.on('server__playerJoined', this.serverSidePlayerJoined.bind(this));
    this.on('server__playerDisconnected', this.serverSidePlayerDisconnected.bind(this));

    // client-only code
    this.on('client__rendererReady', this.clientSideInit.bind(this));
    this.on('client__draw', this.clientSideDraw.bind(this));

registerClasses(serializer) {

The Game Logic

Update the method gameLogic(), which was registered to run on the postStep event, with the code below. This method is executed after the ball has moved. It contains all the core pong game logic: it runs after every game step, and checks if the ball has hit any wall, or any paddle, and decides if a player has scored.

gameLogic() {
    let paddles ={ instanceType: Paddle });
    let ball ={ instanceType: Ball });
    if (!ball || paddles.length !== 2) return;

    if (ball.position.x <= PADDING + PADDLE_WIDTH &&
        ball.position.y >= paddles[0].y && ball.position.y <= paddles[0].position.y + PADDLE_HEIGHT &&
        ball.velocity.x < 0) {

        // ball moving left hit player 1 paddle
        ball.velocity.x *= -1;
        ball.position.x = PADDING + PADDLE_WIDTH + 1;
    } else if (ball.position.x <= 0) {

        // ball hit left wall
        ball.velocity.x *= -1;
        ball.position.x = 0;
        console.log(`player 2 scored`);

    if (ball.position.x >= WIDTH - PADDING - PADDLE_WIDTH &&
        ball.position.y >= paddles[1].position.y && ball.position.y <= paddles[1].position.y + PADDLE_HEIGHT &&
        ball.velocity.x > 0) {

        // ball moving right hits player 2 paddle
        ball.velocity.x *= -1;
        ball.position.x = WIDTH - PADDING - PADDLE_WIDTH - 1;
    } else if (ball.position.x >= WIDTH ) {

        // ball hit right wall
        ball.velocity.x *= -1;
        ball.position.x = WIDTH - 1;
        console.log(`player 1 scored`);

    // ball hits top or bottom edge
    if (ball.position.y <= 0) {
        ball.position.y = 1;
        ball.velocity.y *= -1;
    } else if (ball.position.y >= HEIGHT) {
        ball.position.y = HEIGHT - 1;
        ball.velocity.y *= -1;

Handling User Inputs

The method processInput() is executed on the server, as it collects inputs from the various clients over the network and applies them to the game. For example, if it receives the input string "up" from player 1, then it will change the corresponding paddle to move up by 5 pixels. Modify the processInput() method to match the following:

processInput(inputData, playerId) {
    super.processInput(inputData, playerId);

    // get the player paddle tied to the player socket
    let playerPaddle ={ playerId });
    if (playerPaddle) {
        if (inputData.input === 'up') {
            playerPaddle.position.y -= 5;
        } else if (inputData.input === 'down') {
            playerPaddle.position.y += 5;

Step 3: Server-Only Code

The server engine will initialize the game engine when the game is started, and handle player connections and "disconnections".

Server-Side Game Initialization

Create two paddles, a ball, and add these objects to the game world. Provide these objects' positions and velocities. This method will be called only on the server. Add the following serverSideInit() method:

serverSideInit() {

    // create the paddle objects
    this.addObjectToWorld(new Paddle(this, null, { position: new TwoVector(PADDING, 0) }));
    this.addObjectToWorld(new Paddle(this, null, { position: new TwoVector(WIDTH - PADDING, 0) }));
    this.addObjectToWorld(new Ball(this, null, {
        position: new TwoVector(WIDTH /2, HEIGHT / 2),
        velocity: new TwoVector(2, 2)


New Client Connections

The methods serverSidePlayerJoined() and serverSidePlayerDisconnected() were previously registered to handle connection events. They attach players to the paddles when they join or disconnect. Fill out the following two methods:

// attach newly connected player to next available paddle
serverSidePlayerJoined(ev) {
    let paddles ={ instanceType: Paddle });
    if (paddles[0].playerId === 0) {
        paddles[0].playerId = ev.playerId;
    } else if (paddles[1].playerId === 0) {
        paddles[1].playerId = ev.playerId;

serverSidePlayerDisconnected(ev) {
    let paddles ={ instanceType: Paddle });
    if (paddles[0].playerId === {
        paddles[0].playerId = 0;
    } else if (paddles[1].playerId === {
        paddles[1].playerId = 0;

Step 4: Client-Only Code

The client-side code must initialize the client, and draw the game on the screen on each render-frame. First, let's add some objects in the HTML file, found in dist/index.html.

HTML Elements

Update the file dist/index.html to include DIV elements for the ball and the paddles:

        <title>Another awesome Lance multiplayer network game</title>
        <script src="bundle.js" type="text/javascript"></script>
        <div style="width: 400px; height: 400px; background: black">
            <div style="position:absolute;width:10px;height:50px;background:white" class="paddle1"></div>
            <div style="position:absolute;width:10px;height:50px;background:white" class="paddle2"></div>
            <div style="position:absolute;width:5px; height:5px;background:white" class="ball"></div>

The rendering, in our case, will update HTML elements representing the paddles and the ball:

Initialization and Draw on the Client

Fill out the following two methods. In clientSideInit() we bind the keyboard buttons "up" and "down" to emit events called "up" and "down", respectively. In clientSideDraw() we update the positions of HTML elements for the paddles and the ball.

clientSideInit() {
    this.controls = new KeyboardControls(this.renderer.clientEngine);
    this.controls.bindKey('up', 'up', { repeat: true } );
    this.controls.bindKey('down', 'down', { repeat: true } );

clientSideDraw() {

    function updateEl(el, obj) {
        let health =>0?; = obj.position.y + 10 + 'px'; = obj.position.x + 'px'; = `#ff${health.toString(16)}f${health.toString(16)}f`;

    let paddles ={ instanceType: Paddle });
    let ball ={ instanceType: Ball });
    if (!ball || paddles.length !== 2) return;
    updateEl(document.querySelector('.ball'), ball);
    updateEl(document.querySelector('.paddle1'), paddles[0]);
    updateEl(document.querySelector('.paddle2'), paddles[1]);

Step 5: Running the Game

Once everything has been put together the end result should look like the pong sub-directory in the same repository.

NOTE: If you prefer to see a clean working copy, go to the pong sub-directory:

cd ../pong
npm install

To run the game you must first build the JavaScript bundle. The npm install command above already did this for you, but we changed the code, so you must rebuild by executing:

npm run build

To run the game, type:

npm start

Open two browser windows and point them to the local host. The URL is on windows, and http://localhost:3000/ on a Mac.

Next Steps

Your next steps might be to get a deeper understanding by going through the Spaceships Tutorial, which introduces the concepts and components of a Lance multiplayer networked game.